Combat Medic Archive
Thread: Discussion Topic: Poisons
santachristo wrote:
na, get fire completely out ofthe game, or at least out of the pvp. it is simply not balanced.
Cpl_Fisher wrote:
santachristo wrote:
na, get fire completely out ofthe game, or at least out of the pvp. it is simply not balanced.
You will piss off a lot of commandoes, with that, since they have 4 working specials at master, flame single 2, flame cone 2, acid single 2, andacid cone 2. Since the weapon that uses acid single 2 and cone 2 is about as useful as a zit on prom night, Flame throwers are about all they have. I agree that they should not be dots on weapons, like a 250 strength mind fire pike but What else is a falme thrower going to do, besides set some one on fire?.
Back to thread topic, reduce poisons stregnth by 1/10 and make them tick every second.
Off topic again, Only COMBAT medics should be able to heal another while they are in combat. Docs can cure someone who is in combat, but not while themselves are in combat, for example. same with basic medics.
Whoa...if you think taking fire away from Commandos will piss them off, taking self-healing away from medics would be even worse.
Though in reality, that really is a very good idea. Make it so all 3 pools are equally healable, BUT that only a Master Medic or higher can do so. (Or so that anything below master medic is hardly even worth it, i.e. a 200 heal per time.)
It makes it really hard to dabble if you have to use 77 Points
.
take firedot away from anything than commando weapons.
too easy for noobs to kill everything in pvp. increases only hate, griefing and flaming -> canceling accounts
Kyju wrote:
Just a thought i had, What if we added a tripple stacked dot that requires a doctor to heal the poison 3 times this way we still would have at least one tick that would apply in pvp before the doc could heal it. This would also take that doc away from the other priorities he may have,and also in pve we would gain more DPS. And making the poison hit a random pool therefor requiring a doc to have a specific heal state pack craftable by using a CM created component for each style health, action, mind so his resources need to be stocked if he wants to be able to be effective thus increasing the need to make many of thes packs for extended pvp encounters.
This is a bit of an issue, since my standard poisons made from resources are base effectiveness of 373. Frankly, Im not giving it up since Ive harvested these resources for just under a year. It is unfair to people like myself, who have waited to make sure to have the best stuff around.
Second:
Revamp is very much needed. But personally, if you plan to change the poisons, change them right. Have the poisons give a coughing or puking fit while doing damage, tieing up the enemies Queue. Example. Person gets his action poisoned, then not only have the poison tick over time, but have him/her fall over as well. Mind poison, have him/her stop in a puking fit, and tie up his/her queue. Health poison, can have him/her drop his/her weapon(unequip), or have it where they cannot run or even force them to kneeling because they are weak.
Third:
There is constant complaint of remove spider venom, or remove this, or remove that. Leave the items be. But I think in order to make the strongest poisons, one should get certain components from master doctors. This eliminates high end poisons being crafted bystrictly CMs. If a doctor can heal and enhance people, then they should also be able to create a component that can enhance the poisons to people as well. They Just not would have a full understanding of it, thus you need a CM.
Fourth:
I do agree with the fact that CMs should be able to cure poisons and diseases. I also believe they should get a ranged, and a ranged area cure. Again, components required should come from the doctor tree.
Fifth:
I also agree that resist buffs are getting out of hand. The base resist buff should have a cap, thus if thepoisons have been experimented high enough, they should be able to land a poison 50% of the time.
Sixth:
If you plan to keep resist buffs the way they are, then you need to be able to cancel the resist buff in general. Once broken, you can land a stronger poison. E.G. Vader has a resist buff on. Luke lays up a weak, but potent poison on vader, and after 4 attempts the poison sticks. Since Vader is now vulnerable to poisons, Luke can lay up a strong effect poison that should stick the first time around.
Seventh:
Now, people are going to complain that 6 is not right. So to compensate that have high level poisons double up on the required skill. have a Mind Area Poison C require 100 CM use, and 100 Med use. This forces people to play strictly the supporting role, and also will calm alot of people down about flaming on the boards.
Theirs my 2 cents. Hope I didnt offend anyone.
If you were a Dev for a day, how would you change Poisons?
Would you reduce the tick interval? - 10 seconds seems to be fine. If it were any less it would make them absolutely unusable to a CM in PVP, any less and we would get more cries for CM nerf than we do now.
Would you change the formula for damage? - Would like the first tick to take effect upon contact. Would allow poisons from multiple CMs to stack consistently. If one CM hits for 300 mind, the tick should be 1 sec -300, 11 sec -300, 21 sec -300. If 3 CMs toss the same poison with 1 second separating their throws the damage should be 1 sec -300, 2 sec -300, 3 sec -300, 11 sec -300, 12 sec -300, 13 sec -300, 21 sec -300, 22 sec -300, 23 sec -300. All other damages or heals are like this,
Would you completely revamp it to be something totally different? - Think that it is close to where it should be.
Would you even change it at all?- Yes, with a scalpel, not a jackhammer.
Bull-Moose <Ahazi>
EspiritoOmega wrote:
okay. A few things here. First:
Master CM box should boost damage (I would suggest the equivilant of 300 effectiveness, which would come out to double what we do now) to create incentive for holding the masterbox besides crafting, and to boost usefullness of poisons in PvE. This boost should come only in the master box and not be granted slowly throughout the skill tree now, like the current effectiveness mod is.
This is a bit of an issue, since my standard poisons made from resources are base effectiveness of 373. Frankly, Im not giving it up since Ive harvested these resources for just under a year. It is unfair to people like myself, who have waited to make sure to have the best stuff around.
I'm afraid I dont fully understand what your issue with my above paragraph is. I was trying to suggest that the effectiveness mod be changed, not the effectiveness on your particular pack. You would still do more damage then Joe "I've gathered resources for just under a week" Combat Medic down the block.
Edit: And to V No problems, just posting in the intrest of clarity ![]()
Message Edited by eapers on 11-01-2004 10:15 PM